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  1. Mar 16, 2017
  2. Mar 15, 2017
  3. Mar 14, 2017
  4. Mar 13, 2017
    • Monster Iestyn's avatar
      Merge branch 'crumble-FOF' into 'master' · 7a377943
      Monster Iestyn authored
      Crumble fof
      
      Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on.
      
      Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind...
      
      * linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
       * *No Climb*: the FOF *doesn't* respawn
       * *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
       * *Block Enemies + No Climb*: inverted version of above
      * EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
       * *controlsec* is the FOF's control sector
       * *rover* is the FOF itself
       * (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
       * (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
       * (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
       * (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
       * the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind
      
      See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map).
      
      See merge request !55
      7a377943
    • Monster Iestyn's avatar
      Merge branch 'lua-more-stuff' into 'master' · 386fec03
      Monster Iestyn authored
      Lua more stuff
      
      More new Lua features and fixes:
      * Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels.
      * `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively).
      * The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument.
      
      See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes.
      
      See merge request !67
      386fec03
    • Monster Iestyn's avatar
      Merge branch 'public_next' · 731ee115
      Monster Iestyn authored
      731ee115
    • Monster Iestyn's avatar
      Merge branch 'next' into public_next · f40e1dc0
      Monster Iestyn authored
      f40e1dc0
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · cb98c2d9
      Alam Ed Arias authored
      cb98c2d9
    • Alam Ed Arias's avatar
      appveyor: disable command output · 538eac7a
      Alam Ed Arias authored
      538eac7a
    • Alam Ed Arias's avatar
    • Alam Ed Arias's avatar
      build: fixup WFALGS/WFLAGS mistake · 9cac1e9e
      Alam Ed Arias authored
      9cac1e9e
    • Alam Ed Arias's avatar
      appveyor: output commands passed to GCCwq · 6bb7a636
      Alam Ed Arias authored
      6bb7a636
    • Alam Ed Arias's avatar
      81fe4621
    • Alam Ed Arias's avatar
      42ecca81
    • Alam Ed Arias's avatar
      build: fixup GCC54 endif · b01d5da6
      Alam Ed Arias authored
      b01d5da6
  5. Mar 12, 2017
  6. Mar 11, 2017
    • toaster's avatar
      Fixed a thing where super float started on the float frame normally and then... · b9ddc022
      toaster authored
      Fixed a thing where super float started on the float frame normally and then immediately went to the float run frame a tic later.
      b9ddc022
    • toaster's avatar
      Reverted change where NiGHTS drilling sprites were technically the super... · 5b77ca5f
      toaster authored
      Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage.
      5b77ca5f
    • toaster's avatar
      * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up... · e2029284
      toaster authored
      * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
      * Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
      * Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
      * SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
      * Fixed a bunch of things where Super float was handled badly with 2AM brain.
      * Fixed the R_ProjectSprite error going out of spr2names' bounds.
      * Fixed order of FF's in dehackéd.
      * Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
      e2029284
    • toaster's avatar
      It's 2am, I'll upload the exe and player.dta to the ftp later. · 75ac3519
      toaster authored
      * Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
      * Sprite2 numbers are now appropriately limited for the data type that stores them.
      * SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
      75ac3519
  7. Mar 10, 2017
    • Monster Iestyn's avatar
      Merge branch 'metal_unsuck' into 'master' · 4f80bd82
      Monster Iestyn authored
      Making Metal's pinch cues suck less
      
      Does what it says on the tin. Give it a shot with <root>/toaster/metaltest.wad to skip the race and go directly to the boss to see what it does!
      
      See merge request !70
      4f80bd82
  8. Mar 04, 2017
    • Monster Iestyn's avatar
      Merge branch 'master' into next · 0f014fe2
      Monster Iestyn authored
      0f014fe2
    • Monster Iestyn's avatar
      Merge branch 'precip-overflow-fix' into 'master' · 5019077f
      Monster Iestyn authored
      Precipitation sprite overflow fix
      
      This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out.
      
      I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind)
      
      See merge request !169
      5019077f
  9. Mar 02, 2017
  10. Feb 14, 2017
  11. Feb 13, 2017
  12. Feb 12, 2017
  13. Feb 09, 2017
  14. Feb 08, 2017
  15. Feb 05, 2017
    • Monster Iestyn's avatar
    • Monster Iestyn's avatar
      Merge branch 'dedicated-console-fix' into 'master' · 591fe13c
      Monster Iestyn authored
      Dedicated console shift-down fix
      
      This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc.
      
      Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V
      
      Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time!
      
      See merge request !163
      591fe13c
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